Branching quest text keeps assuming you took the other road
Development covered 19 Sep 2026 to 20 Sep 2026 (commit dates). A linear story is checked by reading it once. A story with branches and optional side quests cannot be, because the reader you are checking for is not one person. It is everyone who made a different set of choices, and each of them reads a slightly different text. This window was mostly ten passes over the quest writing of Myriad…
The report highlights issues found in the Myriad Immortal Sect game's branching storylines. When checking a story without branches, it's straightforward, but branching stories require multiple passes to ensure consistency. Many issues revolved around assumptions made based on the player's choices. One common mistake was using a sentence implying the player made a specific choice, even though they only played once.
Another issue was referencing events that only occurred if the player completed an optional quest. The solution is to rephrase these lines to accommodate both players who made choices and those who skipped content. Continuity problems were also addressed, such as ensuring an exposed rival stayed in the sect for future quests and correcting discrepancies in ages and locations of characters.
The author emphasizes that these changes help create a cohesive story that feels like it was written by a single person who remembered all events. The key takeaway is that the reader should feel like they are experiencing the story for the first time, regardless of their choices or prior knowledge.
Written by urgent.news from Dev.to's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.